# The following flags are defined to have a meaning # # * base : the corresponding tile has already graphics for the terrain # base. No other one should be added. # * transition-$direction : the corresponding tile already has the transition # in the given direction (or should not have one). No other one should be # added. # * keep-of-$castle : castle being a tile letter. The corresponding tile is the # keep correspoding to the given castle tile # Use the following layers: # -1000 : terrain base graphics # Loads the macros used in the file {terrain-graphics} # Castle-specific transitions. Those are placed before base terrains, as they # override the normal base terrain. {CASTLE_TRANSITION CK f forest-ctrans} #Special cases for encampment (nw, nw-n-ne and ne) {CASTLE_TRANSITION nK f forest-etrans} #On the rest fall back on forest-castle {CASTLE_TRANSITION nK f forest-ctrans} # # Attachs graphics to each known terrain types # {TERRAIN_BASE_PROB u cave-floor4 10} {TERRAIN_BASE_PROB u cave-floor3 2} {TERRAIN_BASE_PROB u cave-floor2 10} {TERRAIN_BASE u cave-floor1} {TERRAIN_BASE W cavewall} {TERRAIN_BASE_PROB_OV f forest2 10} {TERRAIN_BASE_PROB_OV f forest3 10} {TERRAIN_BASE_PROB_OV f forest4 10} {TERRAIN_BASE_PROB_OV f forest5 10} {TERRAIN_BASE_PROB_OV f forest6 10} {TERRAIN_BASE_PROB_OV f forest7 10} {TERRAIN_BASE_PROB_OV f forest8 10} {TERRAIN_BASE_PROB_OV f forest-stones1 1} {TERRAIN_BASE_PROB_OV f forest-stones2 2} {TERRAIN_BASE_PROB_OV f forest-stones3 1} {TERRAIN_BASE_PROB_OV f forest-stones4 1} {TERRAIN_BASE_OV f forest} {TERRAIN_BASE_PROB m mountains-peak1 33} {TERRAIN_BASE_PROB m mountains-peak2 33} {TERRAIN_BASE m mountains} {TERRAIN_BASE_PROB H snow-hills3 30} {TERRAIN_BASE_PROB H snow-hills2 30} {TERRAIN_BASE H snow-hills} {TERRAIN_BASE_PROB h hills-variation1 15} {TERRAIN_BASE_PROB h hills-variation2 15} {TERRAIN_BASE_PROB h hills-variation3 30} {TERRAIN_BASE h hills} {TERRAIN_BASE_PROB SF snow2 30} {TERRAIN_BASE_PROB SF snow3 30} {TERRAIN_BASE SF snow} {TERRAIN_BASE_PROB_OV F snow-forest2 30} {TERRAIN_BASE_PROB_OV F snow-forest3 30} {TERRAIN_BASE_OV F snow-forest} {TERRAIN_BASE_PROB g grassland-rocks1 2} {TERRAIN_BASE_PROB g grassland-rocks2 2} {TERRAIN_BASE_PROB g grassland-flowers1 3} {TERRAIN_BASE_PROB g grassland-flowers2 3} {TERRAIN_BASE_PROB gf grassland-r1 20} {TERRAIN_BASE_PROB gf grassland-r2 20} {TERRAIN_BASE_PROB gf grassland-r3 20} {TERRAIN_BASE gf grassland-r4} {TERRAIN_BASE r dirt} {TERRAIN_BASE R road} {TERRAIN_BASE_PROB d desert-plant 10} {TERRAIN_BASE d desert} {TERRAIN_BASE i ice} {TERRAIN_BASE_PROB w swampwater2 30} {TERRAIN_BASE_PROB w swampwater3 30} {TERRAIN_BASE w swampwater} {TERRAIN_BASE p pier} {TERRAIN_BASE_PROB c\|/ coast3 30} {TERRAIN_BASE_PROB c\|/ coast2 30} {TERRAIN_BASE c\|/ coast} {TERRAIN_BASE_PROB s ocean3 30} {TERRAIN_BASE_PROB s ocean2 30} {TERRAIN_BASE s ocean} {TERRAIN_BASE ~ fog} {CANYON X canyon} {BRIDGE \ | / cs bridge} # # Villages # {TERRAIN_BASE Y swampwater} {TERRAIN_BASE V snow} {TERRAIN_BASE Z coast} {TERRAIN_BASE v grassland-r1} {TERRAIN_BASE D cave-floor1} {TERRAIN_BASE t grassland-r1} {BUILDING Y ({VIMG 36,40 village-swampwater })} {BUILDING V ({VIMG 36,40 village-snow })} {BUILDING Z ({VIMG 36,40 village-coast })} {BUILDING v ({VIMG 36,40 village-human })} {BUILDING D ({VIMG 36,40 dwarven-village })} {BUILDING t ({VIMG_NIGHT 36,40 village village-dusk,village-dusk2,village-dusk3,village-dusk4})} # # Transition between terrains # # Special transitions go first # Castle and keeps. Always use the same letter for keeps: the CASTLE_AND_KEEP # macro will determine the correct graphics to use, according to the adjacent # castle letter. # Flags the keep, they must be flagged to be recognized by the # {CASTLE_AND_foo_KEEP} macros {FLAG_IF_ADJACENT K C keep-of-C keep-flag} {FLAG_IF_ADJACENT K n keep-of-n keep-flag} {FLAG_IF_ADJACENT K o keep-of-o keep-flag} {FLAG_REMAINING K keep-of-C keep-flag} # # Castles base terrains # {DISABLE_TRANSITIONS K} {TERRAIN_BASE C castle} {TERRAIN_BASE o dwarven-castle-floor} {TERRAIN_BASE n dirt} {TERRAIN_BASE O orccastle} {TERRAIN_BASE_FLAG K keep-of-C castle} {TERRAIN_BASE_FLAG K keep-of-o dwarven-keep-floor} {TERRAIN_BASE_FLAG K keep-of-n dirt} # Loyalist castle {DISABLE_TRANSITIONS C} {TERRAIN_ADJACENT_CORNER C !CK !CK 52,76 castle-convex} {TERRAIN_ADJACENT_CORNER !CK C C 56,68 castle-concave} {TERRAIN_ADJACENT_CORNER K C C 54,72 keep-inside} {TERRAIN_ADJACENT_CORNER_FLAG1 K !CK !CK 52,76 keep-of-C keep-wall} {TERRAIN_ADJACENT_CORNER K !CK C 52,72 keep-wall-0} {TERRAIN_ADJACENT_CORNER K C !CK 56,76 keep-wall-1} # Encampments {DISABLE_TRANSITIONS n} {TERRAIN_ADJACENT_CORNER n !nK !nK 52,76 encampment-convex} {TERRAIN_ADJACENT_CORNER !nK n n 56,68 encampment-concave} {TERRAIN_ADJACENT_CORNER_FLAG1 K !nK !nK 52,76 keep-of-n encampment-convex} {TERRAIN_ADJACENT_CORNER !nK K n 52,76 encampment-concave} {TERRAIN_ADJACENT_CORNER !nK n K 52,76 encampment-concave} # Cave and dwarven castles {DISABLE_TRANSITIONS W} {DISABLE_TRANSITIONS o} {TERRAIN_ADJACENT_CORNER W !WoK !WoK 54,72 cavewall-convex} {TERRAIN_ADJACENT_CORNER !WoK W W 54,72 cavewall-concave} {TERRAIN_ADJACENT_CORNER o !WoK !WoK 54,72 dwarven-castle-convex} {TERRAIN_ADJACENT_CORNER !WoK o o 54,72 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER_FLAG1 K !WoK !WoK 54,72 keep-of-o dwarven-castle-convex} {TERRAIN_ADJACENT_CORNER !WoK K o 54,72 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER !WoK o K 54,72 dwarven-castle-concave} {TERRAIN_ADJACENT_CORNER oK W W 54,72 dwarven-castle-wall-convex} {TERRAIN_ADJACENT_CORNER W oK oK 54,72 dwarven-castle-wall-concave} {TERRAIN_ADJACENT_CORNER oK W !WoK 54,72 dwarven-castle-wall-cw} {TERRAIN_ADJACENT_CORNER oK !WoK W 54,72 dwarven-castle-wall-ccw} # Orcish castle {DISABLE_TRANSITIONS O} {TERRAIN_ADJACENT_CORNER O !O !O 54,72 orccastle-convex} {TERRAIN_ADJACENT_CORNER !O O O 54,72 orccastle-concave} #{TERRAIN_ADJACENT_CORNER -50 K O O } #{TERRAIN_ADJACENT_CORNER_FLAG1 -50 K !OK !OK keep-of-O } #{TERRAIN_ADJACENT_CORNER -50 K O !OK } #{TERRAIN_ADJACENT_CORNER -50 K !OK O } # Castle decorations and castle floors. Those must always be after the castles # are defined. {BUILDING_FLAG K ({VIMG 36,40 tent}) keep-of-n} {BUILDING_FLAG K ({VIMG 36,40 dwarven-keep}) keep-of-o} # {TERRAIN_ADJACENT_OV -78 F !F snow-forest} {TERRAIN_ADJACENT_VERTICAL F !F snow-forest} {TERRAIN_ADJACENT_VERTICAL f !f forest} {TERRAIN_ADJACENT -188 m !m mountains} {TERRAIN_ADJACENT -189 H !H snow-hills} {TERRAIN_ADJACENT -190 h !h hills} {TERRAIN_ADJACENT -191 uD !uD cave-floor} {TERRAIN_ADJACENT -192 SVF !SVF snow} {TERRAIN_ADJACENT -193 ftgvX !ftgvX grassland} {TERRAIN_ADJACENT -194 r !r dirt} {TERRAIN_ADJACENT -195 R !R road} # Missing gfx {TERRAIN_ADJACENT -196 d !d desert} {TERRAIN_ADJACENT -197 i !i ice} {TERRAIN_ADJACENT -198 Yw !Yw swampwater} {TERRAIN_ADJACENT -199 cZp\|/ !cZp\|/ coast} {TERRAIN_ADJACENT -200 s !s ocean} {TERRAIN_BASE_DEFAULT void}